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janat08

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do you have any specifics you would like to see expanded?

Any chance that XP systems and convoy be expanded. I'm looking to both play around with naval designs progression to be entirely player directed him creating ship hulls (as in they may wind up making pocket BB or heavy DD or AA CL) through variants, and try to do away with naval battles as they're no good with substitution for it most likely deriving from what I posted in doomstack solutions thread (and then there's silly mechanics leading to silly ASW micromanagement if you're after MAX effectiveness with how detection works). They're somewhat conflicting since one is about tactics, deviance, and immersion since you're not as constrained by arbitrary historical tech progress while another is about fixing naval warfare and strategy with no shits given about variants doing their thing in a "battle".


On XP side:
* XP upgrade compounding cost be customizable with rate dictated by associated negative expense or just another parameter(opting to increase cost of resource or IC or manpower will permit cheaper upgrades in performance)
* If upgrade caps could be dynamic to extent of being triggered by another upgrade or overall investment into variant
* If tech could increase relative cost of XP gain, while reducing cost of upgrades for potential in army designs basing on XP where XP could also be earned with tech research (allows you to actually direct research conducted untoward related tech). Meaning you could actually do away with -50% research focuses instead opting for XP without them somewhat quickly getting irrelevant
* Dynamic variant cost increase since you can't just constantly increase price/reliability to make up for variant based systems (very easily implemented for navy)
* I haven't looked at UI side of things, but that's going to a lot of variants with not good way of looking at them if there're no special hooks under which to filter them out
* Generating equipment as in for ships and air since they're self contained I suppose

On naval side:
* Get attrition that also effects convoys and their efficiency, or some other way to sink and damage ships of specific nation in a state which could hopefully take into account dynamics of ships involved and their characteristics and missions.
* Being able to interpret characteristics of ships to assign attrition values and augmenting either with mission
 
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billcorr

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entirely player directed him creating ship hulls (as in they may wind up making pocket BB or heavy DD or AA CL) through variants

Great satisfaction to be had by allowing players to be creative.

An entire thread could be dedicated to ways that HoI4 (or any game, for that matter) can allow imagination and creativity to flourish.

Allowing Paradox customers to express their inventiveness may tap into a unrealized market. (or perhaps it is already realized...the Magicka series allows for discovery and imagination with their spell combinations). Dare I mention non-Paradox games that dominate the market because these non-Paradox games establish a framework for customers to express their creativity.

Yes, player designed ships has a certain appeal to x% of the gamer base. (perhaps if x > = 50, then we'll get this design-a-ship feature in the game. "But its ahistorical" will be a reasonable response. Perhaps a compromise (such as a game selection button during set up "designer ships allowed? Yes. No." )
 

Jorlem

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Great satisfaction to be had by allowing players to be creative.

An entire thread could be dedicated to ways that HoI4 (or any game, for that matter) can allow imagination and creativity to flourish.

Allowing Paradox customers to express their inventiveness may tap into a unrealized market. (or perhaps it is already realized...the Magicka series allows for discovery and imagination with their spell combinations). Dare I mention non-Paradox games that dominate the market because these non-Paradox games establish a framework for customers to express their creativity.

Yes, player designed ships has a certain appeal to x% of the gamer base. (perhaps if x > = 50, then we'll get this design-a-ship feature in the game. "But its ahistorical" will be a reasonable response. Perhaps a compromise (such as a game selection button during set up "designer ships allowed? Yes. No." )
I've said it before, and I'm sure I'll say it again, I'd really like to see something like Stellaris's ship designer make its way to HoI4.
 

janat08

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I'll be balancing it out, with performance increases being proportionate to negative characteristics, and additionally overall cost of all ships should be increased as tech for xp is earned meaning you should reach cap for cost reduction if you try and research every possible tech to only boost a single equipment. I imagine I'd have to stick exponential something in somewhere though.
 

billcorr

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I've said it before, and I'm sure I'll say it again, I'd really like to see something like Stellaris's ship designer make its way to HoI4.

Point well taken. But how would you address this design-a-ship feature eliciting responses such as: "But its ahistorical"

Historical accuracy is important for some of the customers (and potential customers).

So disappointed that I ended up to not recommended the members of the Historical Simulation club which I belong to get HoI IV

But then we heed the wisdom of another quote:

“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.

But as for me, a ship designer feature in HoI4 would please all of me all the time.
 
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Jorlem

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Point well taken. But how would you address this design-a-ship feature eliciting responses such as: "But its ahistorical"

Historical accuracy is important for some of the customers (and potential customers).
Put in restrictions based on the naval treaties during the run up to the war, or the option for certain countries to cheat the restrictions by some degree, or break them entirely at a WT cost.

You could give nations with unique focus trees focuses that give bonuses towards, say, the type of naval canon they used historically. Really, the Stellaris system could be used to create far more historically accurate ships than the current system where everyone has the same exact ships, with a few minor tweaks via the variant mechanic. The closest the current system gets to historical accuracy for the ships is the class names, and even then the game doesn't give the first ship of the class built the name of the class.
 

billcorr

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Air.. Air.. AIR!

It sounds like you have a crescendo of ideas. What are your suggestions (I think it might have something to do with air?! ;) )
 
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Axe99

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Great satisfaction to be had by allowing players to be creative.

An entire thread could be dedicated to ways that HoI4 (or any game, for that matter) can allow imagination and creativity to flourish.

Allowing Paradox customers to express their inventiveness may tap into a unrealized market. (or perhaps it is already realized...the Magicka series allows for discovery and imagination with their spell combinations). Dare I mention non-Paradox games that dominate the market because these non-Paradox games establish a framework for customers to express their creativity.

Yes, player designed ships has a certain appeal to x% of the gamer base. (perhaps if x > = 50, then we'll get this design-a-ship feature in the game. "But its ahistorical" will be a reasonable response. Perhaps a compromise (such as a game selection button during set up "designer ships allowed? Yes. No." )

I'm not sure where the "ahistorical" side of things comes from - there were numerous variants and takes on ships throughout (and before, that served during) the period - if anything the limits the variant system now and the current limited range of ships available is ahistorical :).

It's also kind-of possible now. I'm muddling away at a naval mod where each ship has 6-8 (or so) different variant options, and there are costs and benefits to most (cost generally more IC and manpower and sometimes less speed, depending on what it is). This can all be done now, and with just the vanilla ship types allows the use of a much more historical range of ship capabilities (indeed - I started doing what I'm doing to get accurate ship stats, but then thought it'd be cool to give players a choice of having naval XP and building their own, or receiving the variant models by event - the AI will probably always get historical variants though, as it's a bit wasteful with its XP).

Plus, add in the creative use of design companies you can deepen the customisation and add flavour as well (I haven't done this bit yet though, so can't say exactly how easy/practical it is to do).

That said, I'd love a deeper and more visually involved system, with the possibility of refits, naming parts, things like that - but the functionality can, at least at a basic level, be modded in now :). However, all of the suggstions by @janat08 would make it much more flexible and deeper (I'd particularly like tech and idea-gated upgrade levels).
 
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Stug_Life

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I'm planning my dev diaries for the future, and other than stuff for expansions/DLC and patches and such are there any special topics you guys would love to hear about down the line? Now is the chance to ask!
Could you guys add more unique infantry equipment to the Italians, Americans, French, and others? I noticed that you did give the commonwealths unique equitment which I think is Awesome!!! Also more unique graphics for tank variations like stugs and centaurs would be much appreciated!
 
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I'm planning my dev diaries for the future, and other than stuff for expansions/DLC and patches and such are there any special topics you guys would love to hear about down the line? Now is the chance to ask!
I also forgot to mention that you guys please fix the AI for Croatia! when I was lend leasing them as Italy they had plenty of supply and manpower and they didnt produce a single division from 37-39 (when I stopped the test)